/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h
Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.
struct FAnimNode_LayeredBoneBlend : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
FPoseLink
BasePose
The source pose
bool
bBlendRootMotionBasedOnRootBone
Whether to incorporate the per-bone blend weight of the root bone when lending root motion
bool
bHasRelevantPoses
TArray<TObject...
BlendMasks
The blend masks to use for our layer inputs.
ELayeredBoneBle...
BlendMode
Whether to use branch filters or a blend mask to specify an input pose per-bone influence
TArray<FPoseLi...
BlendPoses
Each layer's blended pose
TArray< float >
BlendWeights
The weights of each layer
bool
bMeshSpaceRotationBlend
Whether to blend bone rotations in mesh space or in local space
bool
bMeshSpaceScaleBlend
Whether to blend bone scales in mesh space or in local space
TArray<FPerBon...
CurrentBoneBlendWeights
TEnumAsByte< en...
CurveBlendOption
How to blend the layers together
TBaseBlendedCur...
CurvePoseSourceIndices
Per-curve source pose index.
TArray<FPerBon...
DesiredBoneBlendWeights
Transient data to handle weight and target weight this array changes based on required bones
TArray<FInputB...
LayerSetup
Configuration for the parts of the skeleton to blend for each layer.
int32
LODThreshold
Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited
TArray<FPerBon...
PerBoneBlendWeights
Per-bone weights for the skeleton.
uint16
RequiredBonesSerialNumber
Serial number of the required bones container.
FGuid
SkeletonGuid
Guids for skeleton used to determine whether the PerBoneBlendWeights need rebuilding.
FGuid
VirtualBoneGuid
Guid for virtual bones used to determine whether the PerBoneBlendWeights need rebuilding.